I was able to exhibit this project at Wonderville in Brooklyn for the Popup Arcade Event. While being there, I could not fathom to witness and meet awesome people who were also there to showcase their projects. Yet alone, there were so many different arcade games in the surrounding space which were all enjoyable to play.
While attending the event, I was able to receive very good feedback and surprised by how many people were actually invested in trying to complete the short level .
“The hand reminds me of Enviro-bear 2000,” one said. This statement alone was satisfying to hear because it is always great to see playtesters comparing your game to existing games because it allows them to relate to the game. At this point of the game, I strongly believe that the UI to screen hand relates nicely to players. In most driving games, W-A-S-D becomes the universal and stereotypical controls. However, I took inspiration from Enviro-bear 2000’s mechanic of using the singular hand to control steering. The only difference I made was players would have to use or hold down right mouse button to break and change gears rather than only using the left mouse button for everything.
Something I noticed was how players found the new addition of guiding advertisements in some places of the level because it helped guide players to the correct direction. However there was still the camera bug where the camera will jitter to the vehicle’s movement, as well the gear change could use some more technical fixes.
Note: Some of the technical fixes was that the angle amount from each gear change was not at all even in between. The length from 2 to R is much shorter than 1 to 2. This made it difficult for players to change gears regardless of the fact that breaking in the game is the same controls as changing gears. Players would struggle to quickly break but then not realize they are in reverse due to the short angle of change.
Another issue I had noticed was how evil I am with level creation. In rage-inducing games, it is okay to make levels that are difficult, but as designers, we need to think about accessibility for not just the “Pro Gamers,” but also the individuals who aren’t fond of these kind of games. I had noticed that many new players (in the current level specifically) found the start to be difficult rather than really leaning the player into the difficulties. As of right now, the level slaps you in the face with a sudden turn to the right which throws players off course from the main goal which in this case is a flag pole.
Note: So definitely finding the balance between evilness and being lenient became a huge challenge during the development process. Otherwise, people wouldn’t even be able to make it past the first true, challenging moment. What I had noticed in other playtesting sessions after Wonderville, was how players would constantly crash at the start. Regardless if the level I used for testing was supposed to symbolize the last stretch of the game, I should always keep in mind on giving players the room and freedom to drive smoothly first and then slowly push them into the challenge. There is a difference in pushing within the notion of games vs throwing and in this case, I threw something at them.